Game for playing and reading musical notation

ABSTRACT

A video game system comprising a standard drum set having at least one drum set component ( 30 ). An electrical pick-up is attached to each component. A game grid ( 12 ) is displayed on a display monitor and is electrically resonsive to the electrical pick-up. The game grid being similar to a musical staff with objects, which are moving along the musical staff, that will change appearance when the drum set component is struck at an appropriate moment.

RELATED APPLICATIONS

A related application was: An Interactive Game Providing Instruction InReading Musical Notation and in Learning an Instrument, application Ser.No. 10/273,353 Filing Date: Oct. 18, 2002, which claims priority to: AnInteractive Game Providing Instruction in Reading Musical Notation,Appln. No. 60/347,554, filed: Oct. 20, 2001.

PRIORITY

This application is claiming priority to U.S. provisional applicationNo. 60/384,746, filed on May 30, 2003, entitled: Interactive gameproviding instruction in playing rhythms and reading musical notation,with inventor Hal C. Salter of Seffner, Fla., U.S.A.

STATEMENT REGARDING COPYRIGHT PROTECTION

A portion of the disclosure of this patent document contains material towhich a claim for copyright is made. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but reserves all other copyrightswhatsoever.

FIELD OF THE INVENTION

The present invention relates generally to an interactive game, and moreparticularly to an interactive game that instructs a user on bothplaying rhythms on percussion instruments and in learning to readmusical notation while playing the game.

BACKGROUND

MIDI technology has been a stable source of drumming and musicsequencing programs for editing, printing, playing and composing musicand rhythm for almost twenty years. Some well-meaning music and rhythmtutorial programs, as well as some games, have resulted from thistechnology. For example, computer aided instruction, including drumpador drum kit instruction, has been used in the home market for varioussubjects for several years.

In the area of music and rhythm instruction, the computer has been used,for the most part, to provide a student with an interactive view ofmusical notation. Other systems have a series of lights or playingillustrations to attempt to communicate to the user which pad should beplayed next. These programs and systems, while allowing the student topractice and gain feedback, generally fail to involve musical novicessufficiently, especially with regard to rhythm and percussioninstruments. Several typing tutorials have enjoyed great success usingsuch methods, but drumpad and rhythm tutorials have not been assuccessful, due to several key problems inherent with the subject.

A major problem with these prior art learning systems is that they failto take into account several important differences between learning totype and learning to play music or rhythm. The first most obviousdifference is that musical notes cannot merely be played in a correctsequence, but must be played in a rhythmic pattern in relation to thenotes before and after it. This correct timing of the correct notes isone of the most difficult aspects to teach in music, by any means, andup to now, few applications have been able to adequately address thischallenge, and then only in isolation. The second challenge is that mostprograms start with musical notation to teach a song or rhythm to theuser. Reading and understanding musical notation is a bit like readingBeowolf in the Old English, and it's roots are just as old, in fact thefive line staff originally represented a monk's hand in the middle ages,and has been adapted to deal with all the musical innovations since.Then there is the problem of a notational system originally designed toconvey pitch for voice, hence the concepts of higher and lower. Withrhythmic notation, the pitch axis is used to represent the differentrhythmic instruments like cowbell or snare. But on the drumpad, theinstrumentation is experienced perpendicularly to the notation, i.e.,left to right instead of lower to higher. This difference, while easyconceptually, is a difficult transition to make visually andexperientially. Such is the combined difficulty that fewer than 20percent of all drum players are estimated to be able to.read rhythmicnotation fluently.

For the novice player, then, there are at least four additionalchallenges to learning the drumpad compared to learning to type. Theymust learn the pads to the drumpad, they must learn rhythmic or musicalnotation, the notation is perpendicular to their drumpad, and they musthit the right pad(s) at the right time. The frustration with thesesimultaneous challenges usually causes most users to quit, and certainlythe task seems more like work than play.

Examples of prior patents in the general area of rhythm instruction areoutlined below. Each of these references is incorporated by referencefor its supporting teachings.

U.S. Pat. No. 6,342,665, is a drum rhythm game apparatus and a guitarrhythm game apparatus each includes a staging operating unit.

U.S. Pat. No. 6,225,547, is a rhythm game apparatus, rhythm game method,computer-readable storage medium and instrumental device.

U.S. Pat. No. 6,177,623, is a music reproducing system, rhythm analyzingmethod and storage medium.

U.S. Pat. No. 5,864,868, to Contois, discloses a computer system andmethod for controlling a media playing device.

U.S. Pat. No. 5,627,335, is an electronic music system has an inputdevice (12), one or more computer storage media, a rhythm generator(100), a pitch selector (108), and a sound generator (102).

U.S. Pat. No. 5,392,682, to McCartney-Hoy, discloses a computerizedmusical keyboard and a method for using same to play or to learn to playa keyboard.

U.S. Pat. No. 5,183,398, to Monte, et al., discloses an apparatus andmethod for instruction of a student which includes interactive guidance.

U.S. Pat. No. 5,107,743, to Decker, discloses a keyboard teaching aidhaving a panel designed to fit over the keys on an existing keyboard sothat lights mounted on a panel having more than one color or shape maybe located directly above the keyboard keys to be played.

U.S. Pat. No. 4,997,374, to Simone, discloses a teaching device thatincludes a changeable two channel prerecorded program source, and aconsole unit including a work booklet.

U.S. Pat. No. 4,781,099, to Koike, discloses a musical quiz apparatusthat presents a question chord in sound and a trainee answers bydepressing the keys of the chord constituting notes on the keyboard.

U.S. Pat. No. 4,416,182, to Wise, et al. discloses a keyboard teachingdevice for the self-instruction of a student of keyboard musicalinstruments is provided.

U.S. Pat. No. 4,366,741 to Titus, discloses an electronic keyboardhaving a keyboard and an electronic keyboard circuit connected to amicro-processor used to control a CRT device to provide a video notedisplay concurrently with the depression of one or more keys.

U.S. Pat. No. 4,331,062, to Rogers, discloses an apparatus for visuallydisplaying music notes on a note display panel mounted on an electronickeyboard with a support arm.

JP2001096061, is a machine and method of rhythm game, readable recordingmedium and operation device.

EPO997870A, is a TV monitor (2) outputs various types of images relatingto the rhythm game.

Each of these prior art references disclose improvements in the area ofinteractive musical instruction. However, none of the foregoinginstruction aids have adequately addressed the inherent challenges oflearning rhythms and rhythmic notation.

SUMMARY OF THE INVENTION

There is, therefore, provided a method of instructing a user to readmusical notation through interaction with a graphical user interface(GUI) and an input device, like a drumpad or drum set. In the method agraphical user interface is generated, having a first position. The GUIincludes a virtual drumpad or drum set positioned substantially at a topportion of the interface. One or more rhythm files are incorporated intothe graphical user interface, wherein the rhythm files contain datacorresponding to an arrangement of musical notes in sequence, having arhythmic pattern. A first game object, representing the first musicalnote in the arrangement, is directed upward, in a substantially straighttrajectory, toward a pad on the virtual drumpad, corresponding to thefirst musical note. The first game object may travel upwards, or otherappropriate direction, until it collides with a bar or other graphicdestination representing when to strike the pad on the actual drumpad.This collision represents the precise time in which the note should beplayed according to the rhythmic pattern of the musical arrangement.

A second game purpose or objective, representing the second musical notein the arrangement, is then directed upward (or other direction asappropriate), in a substantially straight trajectory, toward adestination, like a bar, representing the second pad on the virtual drumset, corresponding to the second musical note, such that the second gameobject, or image, will experience a second collision with the secondvirtual drumpad, according to the rhythmic pattern of the arrangement. Apoint value may be awarded based upon the user striking thecorresponding real drumpad on the input drumpad approximatelysimultaneously with the collisions on the GUI screen.

There may be a rhythmic tolerance, or ‘hit window’ or pane, where pointscan be scored by hitting the appropriate drumpad when the object entersthe hit window or collides with the virtual drum pad destination. Thehit window is or pane is intended to be controlled by the user toexpanded or contracted the size thereof, allowing players of variouslevels of skill to achieve relative success playing the game.

In one embodiment, once a predetermined threshold of user performancehas been met, the interface is rotated gradually to a second, third andfourth etc., positions, counterclockwise until achieving approximatelyninety (90) degrees, such that the virtual drumpad is positionedsubstantially on a left side of the interface and the objects arrivefrom the right. The first and second game objects (images) continue asbefore to move along the first and second substantially straighttrajectories, toward the virtual drumpad. However, in this finalposition, this trajectory is right to left, rather than down to up, asin the first position of the game field.

A series of visible musical staff lines defining spaces may then beintroduced upon achieving a horizontal game movement position. Theselines and spaces correspond to the trajectories along which the gameobjects (images) travel toward the virtual drumpad. Thus, the gameobjects travel along either the lines or the spaces, until collidingwith the virtual drumpad at the corresponding pad. Thus, representingactual notes on a musical staff to be played by the various drum setparts in the desired rhythms. The music staff lines may be introducedany time in the game, but it has been found to work better whenintroduced upon achieving a horizontal game movement position.

In one embodiment, the game objects may be gradually morphed intoclassical musical or customized rhythmic notation upon proper executionof the instrument with the game.

There has thus been outlined, rather broadly, the more importantfeatures of the invention so that the detailed description thereof thatfollows may be better understood, and so that the present contributionto the art may be better appreciated. Other features of the presentinvention will become clearer from the following detailed description ofthe invention, taken with the accompanying drawings and claims, or maybe learned by the practice of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

It is noted that the drawings of the illustrated embodiments are not toscale. The drawings are merely schematic representations, not intendedto portray specific parameters of the invention. The drawings areintended to depict only typical embodiments of the invention, andtherefore should not be considered as limiting the scope of theinvention. The invention will be described with additional specificityand detail through the use of the accompanying drawings. Wherein thedrawings are as follows:

FIG. 1 shows an embodiment of graphical user interface (GUI) at firstposition, according to the present invention (caterpillars/butterflies).

FIG. 2 shows the GUI of FIG. 1 as it was rotated into a second position(balloons popping).

FIG. 3 shows the GUI of FIG. 1 as it was rotated into the finalposition, and now incorporates notes on a music staff.

FIG. 4 shows one transformation of the game object trajectories intostaff lines and spaces.

FIG. 5 shows a variation in the starting layout of the GUI (up to downmotion).

FIG. 6 shows another embodiment of the present invention utilizingvariations in the game objects (caterpillars/bufterflies).

FIG. 7 shows yet another embodiment wherein utilizing variations in thegame objects (balloons popping).

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT(S)

The presently preferred embodiments of the invention will be bestunderstood by reference to the drawings, wherein like parts aredesignated with like numerals throughout.

Overview

The present invention is based, at least in part, on an organizingprinciple used for years as the underlying logic of old player pianosand music boxes, where pitch and time are converted to an x-y grid, andrun past a mechanism that plays the appropriate pitch or instrument atthe appropriate time. A similar screen view and representation is alsocommon in MIDI sequencing programs.

The present invention provides an interactive game that allows a morelogical transition to learning musical notation. Specifically, thepresent invention involves a process for interpreting MIDI files into acomputer video game, which can be generated with software for a personalcomputer or with hardware component that interfaces directly with a TVand MIDI drumpad, or is integrated with the digital drum machine as afeature of the device. MIDI files storing musical notation and otherinformation are used to generate unique game fields and objects whereby;game objects 16 (images) stream upward toward a virtual drumpad 14 orgraphic representing it. The game objects 16 gradually convert to movingmusical notation (a musical staff turned 90 degrees clockwise to putpitch or instrument axis parallel with drumpad) (see 16 at FIG. 2). Inthis way, the target virtual drumpad and streaming graphic game objects(representing musical notes) are parallel to the player's input MIDIdrumpad, allowing easy correlation with striking a correct drum pad.

As the game progresses and the skill of the user increases, the gameinterface 10 later rotates counter-clockwise 90 degrees and the objectseventually morph into moving classical musical notation. Game objects 16may be spaced proportionate to the melodic, harmonic and especiallyrhythmic structure to facilitate interpretation of relative rhythmictiming in game play. Game objects may move toward the virtual drumpad 14in tempo of music, allowing visual and audio anticipation and preciserhythmic play by a user. The virtual drumpad graphic 14, the gameobjects 16 and the actual MIDI drum set pads can be color coordinated tofacilitate correlation of a correct note with correct drum set pad. Thegame may also keep track of hits and misses, generating a score and amusical map for review. It is also contemplated to have the game objectsnumbered for standard hand sequencing clues.

Referring to FIG. 1, a graphical user interface (GUI) 10 is shownaccording to the present invention. In the game, there are severalpossible views of the interface 10. The default could be a straightoverview of the rectangular grid-based playing field 12, with thevirtual drumpad 14 at the top of the screen, or interface 10, and thegame objects, or optional notes 16, moving upward.

The underlying GUI logic is that the objects 16 are moving upward alongan invisible graph-paper like grid with the horizontal y-axis 18representing the pitch or instrument (left=lower pitch/instrument,right=higher pitch/instrument) and the vertical y-axis 20 representingtime (up=beginning of piece, down=end of piece) as subdivided by eighthnotes or triplets or sixteenths, whichever is musically appropriate.

Along the top 22 of the screen or interface 10, or perhaps ¾s of the wayup from the bottom 24, with space above and below, there is illustrateda virtual drum set 14, showing where drumpads are stretched horizontallyacross the screen to a grid of panes (or target zone) 26 as illustratedby the stretch lines 27. This allows the moving objects to approach thegrid (or hit window) 26 and indicate which drumpad to strike on thevirtual drum set 14. The grid pane 26, is positioned horizontal andparallel to the x-axis 18. Each section of the grid of panes correspondexactly to each virtual drumpad 28 from the virtual drum set 14.

It is noted that the GUI 10 of the present invention is a thus a uniquevariation on the piano roll interface seen on some MIDI sequencerdevices, which is in turn a variation on player piano rolls and musicbox construction.

Some differences between the present interface 10 and current drumpadroll interfaces are as follows. First, the interface 10 of the presentinvention is turned clockwise 90 degrees, thus reading and moving frombottom 24 to top 22 instead of left to right to facilitate intuitivehand eye coordination, resulting in a moving interactive drumpad or drumkit tablature.

The present invention provides an interactive game that allows a morelogical transition to learning musical and rhythmic notation.Specifically, the game simplifies musical notation into a grid of x andy, but with pitch or instrument moving from left (lower notes) to right(higher notes), parallel with the drumpad layout, and the dimension oftime moving up from down (the bottom of the screen being the end of thepiece). Thus the game is played with two “drum sets”, one target virtualdrum set 14 on the GUI, the other, an input drumpad 13. For example, anexternal matching MIDI drumpad (not shown) that plugs into a game portor USB outlet or RCA video input, and is positioned in front of a TV ormonitor, could be used with the present invention.

At the beginning stages of the game, the virtual drum set 14 is on thetop 22 of the screen 10. The notation is transformed and turned ninety(90) degrees clockwise, and disguised as spaced graphic game objects 16moving upwards in a parallel stream toward the virtual drum set 14. Byturning the underlying musical grid of pitch or rhythmic instrument, andtime, clockwise 90 degrees, the target virtual drumpad is also parallelwith the users electronic input drum set 13.

In the beginning phases of the game, the player will see blocks orobjects 16 rising from the bottom 24 of the screen 10 toward the virtualdrumpad 14, and their vertical and horizontal relationships to eachother shall be a representation of relative musical time and appropriateinstrument or sound. As these objects approach the virtual drumpad 14,the corresponding drum set pad along that path will be visually obvious,and the object of the player is to hit the corresponding pad on an MIDIcompatible peripheral drum set 13 (or input drumpad) at precisely thetime the object 16 touches the virtual drumpad 28 on the virtual drumset 14. This is also illustrated by having the object 16 touch the bar26 (pane). The game objects 16, the target virtual drumpad 14 and theinput drumpad 13 (e.g. MIDI Drumpad) can be color-coded, with colorstickers 30 placed thereon or having the manufacturer make the wholedrumpad that color from the start. Thus, this game design combines thefollowing graphic and feedback elements to create a completely new,efficient and fun means of teaching a user to play the drumpad and toread musical notation.

The game objects 16 are spaced proportionally to the rhythm and pitch orinstrument of the song to facilitate interpretation of relative timingin game play. The game objects 16 move smoothly toward the virtualdrumpad 14 or graphic in tempo with the music, allowing visual and audioanticipation of the correct rhythmic timing to enable precise game play.

It is noted that the dimension of time, carrying rhythmic information,flows graphically UPWARD, toward the virtual drumpad 14 or graphicrepresenting it positioned toward the top 22 of the screen or monitor.This upward flow of game objects 16 relative to the virtual drumpad 14allows the game to gradually return to classical musical notation orcustomized rhythmic notation without losing coherency for the user.

It is also noted that the game objects 16, virtual drumpad 14 and MIDIinput drum pad pads can be color coded to facilitate easy correlationwith correct pad. The interactive game can provide instant visual and/oraudio feedback to let players know how they are doing. The game can alsokeep a detailed tally of score, hits and misses, providing a map of thegame field for later review.

In FIG. 2, is shown the gradual counter-clockwise rotation (shown at 30)of the interface 10. This rotation can occur at later stages and levelsof the game. Thus, as play progresses, the playing field graduallyconverts to traditional musical or a customized rhythmic notation. Asthe playing filed 12 converts to traditional musical notation, theunderlying musical map of musical notation becomes apparent.

In FIGS. 3 and 4, it is seen that the interface or screen 10 transformsfrom a grid to a musical staff 36. The trajectories along the grid panes26 transform into staff lines 32 and corresponding spaces 34. In thismanner, the interface 10 eventually assumes the traditional left toright reading view of standard musical notation. It is noted that atthis stage of the game, the game objects or notes 16 can still becolored and the virtual target drum set 14 still in view. However, as isapparent from FIG. 3, the drumpad 14 orientation is now vertical, havingstandard abbreviations for the various drum set pieces, such as:FT-foot, BD-base drum, SN-snare, etc.

In FIG. 4, the notes 16 and the view are going from colored to black,but they are still moving toward where the virtual drum set 14 has been,and gradually the other elements of traditional musical notation enterthe game. This is the later, highest levels of the game. By now, theplayer can play the song almost perfectly, and at these levels, isconditioning himself to recognize the underlying logic of musical andrhythmic notation.

In FIG. 5, a variation in the starting layout is shown. In thisembodiment, the player's view can start with a vertical musical staff(rather than horizontal) as the player wishes. In fact the verticalstaff coupled with moving notes is a new form of musical notation, anddrumpad tablature.

In FIG. 6, an embodiment is shown wherein the game objects arecaterpillars turning into butterflies.

FIG. 7 similarly shows a variation of the game objects. In thisembodiment, the game objects are popping balloons. These are mereexamples of the endless possible graphic objects that could be used torepresent musical objects in the game. FIG. 7 also illustrates a newvariation of the present invention 50. For example, there is a standarddrum set 52, having non-MIDI drum set components, like cymbals 54 and56, and drums 58, 60 and 62. On each of the non-MIDI drum set componentsis an electrical transducer, or electrical pick-up device 64, which hasthe purpose of identifying when the drum set component has been struck,how hard it was struck, the duration of the striking, and other commonfeatures needing to be recorded. The transducer 64 will convert thephysical characteristics of the drum set component and convert it torepresentative electrical signals. The representative electrical signalsare routed, via electrical wires or other means, like IR (infra red) orradio, to an electrical controller 66, which has the purpose ofprocessing all of the received representative electrical signals,processing those signals, and relaying those resultant signals to acomputer, software computation device or processor 68. The computer thenillustrates the interaction on the monitoring device 70. It is notedthat this embodiment allows standard drum sets to be retrofit with thiselectrical feedback system 50 to enable easy teaching of the drum set,without having to purchase a new electronic MIDI compatible drumsimulator.

It is noted that the game of the present invention can be slowed downand simplified to allow any level user to play. Moreover, in oneembodiment, the user can number the game objects 16 to remind him ofbest hand to use during the game. The player can also choose differentviews and graphic themes to facilitate game play or provide variety. Theplayer can also control the tempo, the complexity of play, the types offeedback and scoring options.

It is noted that the game is suitable for any modem console or computersystem that supports MIDI or other music file systems. The player's maintask in the present invention will be to hit as of the many movingobjects as possible, by hitting the corresponding drumpad pad for thatobject at the right time, repeating the level until they have reached acertain percentage and move up to the next level of complexity or fastertempo, and in doing so, subconsciously learn to play a song, and in thelater levels, to recognize and read sheet music.

II. Game Mechanics; Overview

The present invention is a moving target, hand-eye coordination game inthe tradition of Tetris or Asteroids. The present invention isdifferent, how ever, in that the game play focuses less on apre-designed puzzle or randomness, but instead on the player trying tohit catch the game objects by timing his strike of the drumpad pad withthe timing of the note object striking the virtual drumpad, or thegraphic representing it.

In fact the whole point of the game is to reveal the hidden map and gridlike characteristics of traditional notation, and to condition the handeye coordination necessary to successfully interpret this notation onsight. The game graphics will be numerous variations to vary andcamouflage the essential grid-like interface and underlying musicalnotational logic, which will be absorbed unconsciously.

Game GUI and Camera View

The majority of the player's screen will be taken up by a view of thegame-world. A few other elements will be over laid on top of this viewin order to provide the player with information about status and goingson in the game-world.

In the game, there are several possible views of the interface 10. Thedefault should be a straight overview of the rectangular grid-basedplaying field, with the virtual drumpad at the top of the screen, andthe game objects, (notes) moving upward.

At later stages and levels of the game, the screen gradually begins torotate counter-clockwise 90 degrees to the left, gradually converting totraditional musical notation, and then rotate back to the traditionalleft to right reading view of standard musical notation as the screentransforms from a grid to a musical staff.

Another possible view is the same as the first but with perspectiveview, wider at the bottom, narrowing at the top. This view can beexaggerated so that the ‘target virtual drumpad pads’ appear to be infront of the player, with the note objects appearing to come from theplayer, moving away toward the target pads. Several graphic variationswill include a space ‘behind’ or on top of the virtual drumpad to actout graphic feedback when the player hits the right or wrong note. Theplayer's view can also start with the musical staff, horizontal orvertical as the player wishes.

Replaying and Saving

The player has no “death” in the present invention; they merely competeagainst the action for points, musical pleasure and a possible perfectscore. The songs are divided up into sections, sometimes divided atmusical junctures, sometimes by arbitrary numbers of measures, theplayer decides which before the game. The player is able to go back tothe last check point and play that section again as many times as hewants until he passes it with an acceptable percentage or score. Checkpoints are scattered through out the levels, and the game automaticallyand transparently remembers when the player has reached such acheckpoint. The checkpoints will be carefully placed so as to enhancethe challenge of the game without making it frustrating for the player.

During the game play, the player will be able to save at any time.However, when the saved game is restored, it will only start the playerback at the beginning of whatever level the game was saved on, insteadof at the exact location (or check -point) the player was at on thatparticular level. This encourages players to finish a given level beforethey stop playing the game.

Controls Summary

The player will use a MIDI compatible electronic drumpad to play thepresent invention and a mouse or the MIDI drumpad to select the song andadjust the game settings. Once the game is in play there is noadjustment of the settings unless they pause, at which time they canchange any game settings, go back to another part of the game, or quit.

Song Selection

Players are able to select which song or musical piece or rhythm is tobe used as the engine and map of the game, via standard tree structureand file selection means in Windows. There will be a default folder forplayers to choose files from when they first begin the game.

Track Selection

Certain MIDI files and songs are already broken up into ‘tracks’ or theequivalent of voice, or orchestral parts, or simply the treble and bassclefs. Players are able to select which tracks or combination of tracksare to be included in the game, again this will affect the score as towhat percentage of the total song these tracks include. The selection ofsongs, then number or choice of tracks, and then tempo are the principleways that the player can determine the level of the game, and the focusof the repetition.

Selecting the Tempo

When the player presses and holds the + or − button, the player will seea numeric display of the tempo in quarter note beats per minute. Theplayer can then increase or decrease the tempo as desired. The scorewill be a multiple of tempo, tracks and percentage right.

Time Signature

The MIDI file in question will contain this information, 3/4, 2/4, etc.,and this information will be displayed for reference, since the noteshit on the primary and second beats of the measure will be worth more,and they will be identifiable either by accompanying measure lines ordifferentiated size of shape of the notes on those beats.

Current Notes Correct Count

In the comer will be displayed a numeric representation of the currentscore, in both percentages and absolute numbers.

Rhythmic Precision Tolerance

Since the computer measures time in nanoseconds, there must be a timetolerance within which the human player can hit the correct pad andstill get credit. This tolerance can be expressed on the screen inlength along the time line, and set at the beginning of a song, orvaried as a movable graphical line that condenses or enlarges the ‘hit’area or window.

Color Selection

Players are able to select whether the game objects and drumpad pads tobe used are in color or in the traditional black and white drumpadconfiguration.

Feedback Selection

Players are able to select what feedback the game gives them, visual oraudio or both, positive sounds, negative sounds or silent, or simply ascoreboard total at the end, with the song in question being played as areward and a surprise. They can also get a scrolling exact scorecardafter the game to see where they missed and to rerun difficult passages.The song can be played as a test run if the players want to see theterrain before playing.

General Movement

The game objects move toward the virtual drumpad that may be disguisedas some other graphic representing the pitch or instrument target forthe game objects. The game can be configured so the game objects moveup, down, left or right, but the default setting will be that the gameobjects move up, and then once a certain level of proficiency isreached, (determined by score) the game direction moves counterclockwisegradually until the game objects are moving toward the left. This is thefirst phase of a gradual graphic transition into traditional musicalnotation and the musical staff as background.

Variable Speed Movement

The player can pause and adjust the tempo and other settings of thegame.

Graphic Themes

Graphic themes can be overlaid like skins over the grid-likeinfrastructure of the game. Different backgrounds, game objects, targetsand event feedback, can be used. Here are some sample interfaces thatmight be used.

For example,

-   A. The arriving notes could be depicted as caterpillars (16 in    FIG. 6) that are transformed into singing butterflies 16(b) if the    proper drumpad pad is struck at the right time.-   B. The arriving notes could be balloons or some other object that    pops (40 in FIG. 7); if you hit it just right. (This version should    transform into musical notes floating up the staff, and eventually    rotating to a horizontal game, completing the illustration of the    underlying musical map. This could be a multi-colored version with a    rainbow drumpad and corresponding colored balloons in the game will    allow people with no notion of white and black key patterns to    successfully identify the right keys and play.)-   C. The arriving notes could be meteors that need to be defended    against with a force field.-   D. The arriving notes could be soccer balls that are moving toward    goals and goal keepers who must kick the balls in or away at the    right moment.-   E. The arriving notes could be trains that need to be switched to    the right track at the right moment.-   F. The target could be trapdoors and only by pressing the pad at the    right time does it open so you can catch the game objects.-   G. The target could be mouths and only by pressing the pad at the    right time does it open so you can eat the game objects.    These are just some of the many possible variations, but the central    underlying grid that rotates and transforms into a musical staff is    the organizing principal of the game.    Source MIDI Files for the Game

The game will include some basic MIDI files, such as scales, arpeggios,chords, elementary and popular songs. It will also have a hyperlink toAllegroMultimedia.com where a resource page will point them to the vastresources for MIDI files on the web. Complex Latin, Caribbean andAfrican rhythms can also be learned using the MIDI drumpad as a drumset. In fact one of the primary advantages of learning through thissystem is that the drumpad player will now have the advantage of visualanticipation of the coming beat; which is common in ensemble drumming orguitar playing, but not when reading notation.

Reading

Basic tutorials on musical notation and theory will be included forplayer reference, worded as ‘tips’ for navigating the minefield ofmusical notation.

Collaborative Play

Players will be able to team up and play together, with a virtual lineseparating the MIDI tracks and the player's respective parts. Laterversions will allow multiple drumpads to interact on the same complexmusical piece.

Signs

Players will have visual cues as to measure, time signatures, keysignatures, section beginnings and endings.

Levels

Levels will be determined by tempo, number of tracks, rhythmic andharmonic complexity. The game will provide an approximate algorithm tograde the degree of difficulty. Songs from different drumpad tutorialsystems will be used to give a kind of graduated sequence of difficultyto the users.

Fingering

Left or right hand information will be included in some special tutorialgame levels, but most MIDI files do not include left or rightsuggestions. However, the game objects can be numbered by the user forreference during the game, much like students write notes to themselvesregarding the use of the left or right hand on regular sheet music as amemory tip or suggestion. A left or right software algorithm can becalculated in subsequent versions of this invention.

Providing Advice

The game can provide flashing warnings for the next game object comingup or that a particularly dense or difficult passage is coming, and cangive verbal color warnings and verbal and visual encouragement to theplayer during the game. Strategy tips can be perused before beginningany game.

Game Elements

Fog: a thick, black or gray cloud can enter the game to obscure certainparts of the field of play in later levels of the game to test memoryand pattern retention abilities. This fog cloud will hang in the air forsome time and the player will have to be careful not to lose the beat inthat cloud until it dissipates.

Blackout: for a few seconds at random moments the screen could black outto encourage looking ahead, memorizing and getting an internal timeclock.

Since this game will function using the MIDI format, virtually any song,musical piece or rhythm can be incorporated, making it universallyaccessible and useful. The game should be written in a language like C++that allows cross platform performance, such as Windows®, Mac®,Nintendo®, Playstation® or stand-alone devices attached to a drumpad oreven a TV

Summary of Description of Drumpad Teaching Software Game

A process for interpreting MIDI files into a computer video game, whichcan be generated with software for a personal computer or with hardwarecomponent that interfaces directly with a TV and MIDI drumpad. MIDIfiles storing musical notation and other information are used togenerate unique game fields and objects whereby, game objects streamupward toward a virtual drumpad or graphic representing it, then morphinto moving musical notation (musical staff turned 90 degrees clockwiseto put pitch or instrument axis parallel with drumpad) Target virtualdrumpad and streaming graphic game objects (representing musical notes)are thus parallel to the player's MIDI drumpad, allowing easycorrelation with correct pad. Game interface later rotatescounter-clockwise 90 degrees and morphs into moving classical musicalnotation or a customized rhythmic notation, Game objects are spacedproportionate to the melodic, instrumental, harmonic and especiallyrhythmic structure to facilitate interpretation of relative rhythmictiming in game play, Game objects move toward virtual drumpad in tempoof music, allowing visual and audio anticipation and precise rhythmicplay by user. Virtual drumpad graphic, the game objects and the MIDIdrumpad pads can be color coordinated and symbol coordinated tofacilitate correlation of correct note with correct drumpad pad, Gamekeeps track of hits and misses, generating a score and a musical map forreview, and allows game objects to be numbered for left or right handclues.

VARIATIONS OF THE PREFERRED EMBODIMENT(S)

It is noted that in a skilled artisan would understand that there aremany potential variations available to many of the features of theillustrated embodiments that will be clear to one skilled in the artafter becoming familiar with the above description. For example, mostany rhythmic piece from a rhythmic instrument or percussion instrumentis intended to utilize the illustrated embodiments.

Although the above embodiment describes being applied to any percussioninstrument, a skilled artisan will realize, after reviewing thedescription, that most any instrument may be implemented, including anywind (i.e., oboe or trumpet), electrical (i.e., guitar), or string(i.e., violin) instrument. In fact, it is even contemplated toincorporate several instruments into the same interactive program. Inthis way, a small quartet, for example, may practice playing a musicalpiece together while enjoying the. fun of a computerized game.Obviously, this will hold true for any number of band or orchestraplayers all learning to play together in a fun environment. Thisvariation of multiple players, especially wind and string instrumentplayers, will require different sensors to first receive musical inputfrom the player and then translate the audio into digital or electricalsignals for the computer to determine if the timing and tone of thenotes played are correct to determine points earned in the game.However, there are many available sound pickup devices or transducersthat may be implemented with the computer system.

Even though the illustrated embodiment discusses the use of a gameenvironment for learning a musical instrument, a skilled artisan willunderstand that most any computer environment will suffice. The mainfeature of the environment is to make it interesting to the player ofthe instrument. The use of the word “game” is meant to be used in thebroadest meaning, and includes any type of interface where a usercontrols inputs and the computer interface illustrates a response whenexecution of the input is performed. A game interface is just a certaintype of GUI (graphical user interface). Thus, the environment is notbeing limited to purely game type environments.

Additionally, it is contemplated to use any type of visual feedback onthe display upon proper execution of the musical instrument(s) insteadof, or in conjunction with, caterpillars and butterflies. For example, atree may be exhibited on the display that grows in response to properinstrument execution. Also, a picture may gradually be revealed uponproper execution. A path may be traversed to reveal new locations uponproper execution, much like a character in a game that is exploring newplaces in a fantasy world. Pieces may be moved on a game board inresponse to the mijsical instrument being played. Points may beaccumulated or subtracted in response to the playing. Any type of gameor other visual display information may be displayed and manipulated byreceiving input from the associated musical instrument.

Although the current embodiments discuss the use of positive responses(i.e. change caterpillar to a butterfly) from proper execution of themusical instrument, other responses are also contemplated for allmusical instrument execution (proper or improper). For example, improperexecution of the musical instrument may cause a change to the GUI orgame, like moving a player piece backwards on a game board, ordissolving a picture, or taking away points accumulated. Thepossibilities are endless to one skilled in the art of psychology orgames.

The current embodiments have discussed the use of a visual display beingsomewhat controlled by the playing of a musical instrument. However, anynumber of responses may be provided by the present invention. Forexample, corresponding sounds may be generated in response to executionof the instrument, harmonic sounds when done properly and discords inresponse to improper execution of the instrument. Additionally, any typeof “controlled device” is contemplated besides a visual display. Forexample, a sound generator, a toy electric car, a model rail road train,a mobile that rotates with objects attached thereto, an electric fan, orany electrically controlled or actuated device.

Physically attachment of electrical pick-ups or transducers have beendiscussed in the current embodiments. However, one skilled in the artwill know that a transducer does not have to be in physical contact withmany instruments in order to generate appropriate electrical signals.Additionally, although a hard wire connection is illustrated between theinstrument and the processor or computer, any electrical connection iscontemplated. For example, IR (infra red) or radio are knownalternatives to hard wired electrical connection.

While the invention has been described in connection with a preferredembodiment, it is not intended to limit the scope of the invention tothe particular form set forth, but on the contrary, it is intended tocover such alternatives, modifications, and equivalents as may beincluded within the spirit and scope of the invention as defined by theappended claims.

1. A method of instructing a user to read musical notation throughinteraction with a graphical user interface and an input device coupledto a drumpad, comprising the steps of: a) generating the graphical userinterface, having a first position, including a virtual drum set, havinga plurality of pads, each pad having a corresponding pad on the inputdrumpad; b) incorporating a music file into the graphical userinterface, wherein the music file contains data corresponding to anarrangement of at least a first and a second musical note in sequence,having a rhythmic pattem; c) directing a first game object, representingthe first musical note in the arrangement, upward, in a firstsubstantially straight trajectory, toward a first pad on the virtualdrumpad, corresponding to the first musical note, such that the firstgame object will experience a first collision with the first pad; d)directing a second game object, representing the second musical note inthe arrangement, upward, in a second substantially straight trajectory,toward a second pad on the virtual drumpad, corresponding to the secondmusical note, such that the second game object will experience a secondcollision with the second bar or pad, according to the rhythmic patternof the arrangement; and e) awarding a value to the user based upon theuser striking the corresponding input drumpad approximatelysimultaneously with the first and second collisions.
 2. The method ofinstructing of daim 1, further comprising the steps of: a) rotating theinterface to a final position, approximately ninety (90) degreescounterclockwise, once a predetermined threshold of user performance hasbeen met, such that the virtual drumpad is positioned substantially on aleft side of the interface, and the first and second game objects movealong the first and second substantially straight trajectories towardthe virtual drumpad; and b) introducing a series of visible staff linesdefining spaces, where the lines and spaces correspond to the straighttrajectories along which the game objects travel toward the virtualdrumpad, such that the game objects travel along either the lines or thespaces, until colliding with the virtual drumpad.
 3. The method of claim2, further comprising the step of morphing the game objects intoclassical musical notation.
 4. A method of instructing a user to readmusical notation through interaction with a graphical user interface andan input drumpad, comprising the steps of: a) generating the graphicaluser interface, having a first position, including a virtual drumpadpositioned substantially at a top portion of the interface, having aplurality of pads, each pad having a corresponding pad on the inputdrumpad; b) incorporating a music file into the graphical userinterface, wherein the music file contains data corresponding to anarrangement of a plurality of musical notes in sequence, having arhythmic pattern, each note being represented by a game object; c)directing the game objects upward, in substantially straighttrajectories, toward the virtual drumpad corresponding to the musicalnotes; d) colliding the game objects with the corresponding keysaccording to the rhythmic pattern of the arrangement; e) awarding avalue to the user based upon the user striking the corresponding key onthe input drumpad approximately simultaneously with the collisions f)rotating the interface to a second position, approximately ninety (90)degrees counterclockwise, once a predetermined threshold of userperformance has been met, such that the virtual drumpad is positionedsubstantially on a left side of the interface, and the game objectscontinue to move along the substantially straight trajectories towardthe virtual drumpad.
 5. The method of claim 4, further comprising thestep of introducing a series of visible staff lines defining spaces,where the staff lines and spaces correspond to the straight trajectoriesalong which the game objects travel toward the virtual drumpad, suchthat the game objects travel along either the staff lines or the spaces,until colliding with the virtual drumpad at the corresponding key.
 6. Amethod of playing a video game, comprising: a) providing a standard drumset having at least one drum set component; b) attaching an electricalpick-up on each of the drum set components; c) providing a processor anda functionally coupled display monitor which are electrically responsiveto the electrical pick-ups; d) displaying a game grid having asimilarity to a musical staff with objects, which are moving along themusical staff, that will change appearance when the drum set componentis struck at an appropriate moment.
 7. The method of claim 6, whereinthe objects change shapes from caterpillars to butterflies.
 8. Themethod of claim 7, wherein the pick-ups are electrical transducers. 9.The method of claim 8, wherein the electrical transducers will createelectrical signals in proportion to certain parameters of physicalcharacteristics occurring to a drum set piece after it has been struck.10. The method of claim 9, wherein the musical staff orientation can bechanged from a vertical orientation to a horizontal orientation and anydegree of tilt there between.
 15. A system for instructing a user toread musical notation, comprising: a musical instrument; a processorcoupled to the musical instrument; a display, functionally coupled tothe processor, configured to display a game field, indicative of amusical staff; and a game object, displayed on the game field,configured to change appearance when the musical instrument is played.16. The system of claim 15, wherein the game field is a musical staffhaving musical notation, placed thereon, selected from the groupconsisting of: bar lines, staff lines, bass clef, treble clef, dynamics,dynamic variance, flow direction, key signature, performance style,special ending, pedal markings, tempo, tempo variance, time signature,accent, slur, dotted, double-dofted, grace, staccato, tenuto, tide,sharp, flat, natural, double-sharp, double flat, roll, flam, drag, andhand information.
 17. The system of claim 16, wherein the musicalnotation comprises a staff line and the game object moves substantiallyparallel to the staff line.
 18. The system of claim 15, wherein the gameobject changes appearance only when a sound appropriate to the displayedgame field and game object is played.
 19. The system of claim 15,wherein the musical instrument emits a sound only when a noteappropriate to the displayed game field and game object is played. 20.The system of claim 15, wherein the game object changes only when thegame object reaches a target zone and a sound appropriate to thedisplayed game field and game object is played.
 21. The system of claim15, wherein the musical instrument is a drum set.
 22. The system ofclaim 15, wherein the object is illustrated as an insect.
 23. The-systemof claim 15, further comprising a sensor coupled to the musicalinstrument and the processor, configured to provide sound qualityinformation from the musical instrument to the processor.
 24. The systemof claim 15, wherein the game object is a musical note.
 25. The systemof claim 15, wherein a negative response is provided when a sound notappropriate to the displayed game field and game object is played. 26.The system of claim 15, wherein a difficulty of play is variable. 27.The system of claim 17, wherein the staff line is initially in asubstantially vertical orientation and over time rotates to asubstantially horizontal orientation.
 28. A software module forinstructing a user to read musical notation, comprising: a processormodule for interacting with a processor; a receiving module, linked tothe processor module, configured to receive digital signals indicativeof musical information; and a display module, linked to the processormodule, configured to enable display of a game field, indicative of amusical staff, and a game object, configured to change appearance whenthe receiving module provides a digital signal indicative of the playingof a musical instrument.
 29. The module of claim 28, wherein the displaymodule is configured to change the game field over time from asubstantially vertical orientation to a substantially horizontalorientation.
 30. The module of claim 28, wherein the display module isconfigured to change the appearance of the game object only on when thedigital signal from the receiving module is appropriate to the relationbetween the game field and the game object.
 31. The module of claim 28,wherein the display module is configured to display a staff line as partof the game field and to move the display of the game objectsubstantially parallel to the staff line.